User talk:St Lucretia/Skills/Monk/Dispel Hexes
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2 words: Withdraw Hexes. Just a little bit better. Titani Ertan {{Snappy the Turtle}} 20:08, 17 August 2009 (UTC)
- High risk-high reward spell for stopping hex hate. St Lucretia 23:04, 17 August 2009 (UTC)
- And after that what? It doesn't outshine other hex removing skills in almost any way. Titani Ertan {{Snappy the Turtle}} 23:06, 17 August 2009 (UTC)
- Big hex stacks hurt in GvG. This could go some way to helping lessen the pressure. St Lucretia 23:38, 17 August 2009 (UTC)
- Big hex stacks hurt in GvG. This could go some way to helping lessen the pressure. St Lucretia 23:38, 17 August 2009 (UTC)
- And after that what? It doesn't outshine other hex removing skills in almost any way. Titani Ertan {{Snappy the Turtle}} 23:06, 17 August 2009 (UTC)
25 ¼ 5 is too good for a heavy hex removal that gives you 24 or 32 Energy back (removing 3 or 4 hexes). -~=Sparky (talk) 23:45, 17 August 2009 (UTC)
- It is good only if you KNOW there's enough hexes on that ally, if you're wrong, it costs lots and hurts. It forces the hex-stack teams to spread it out instead of overwhelm one person. You two seem to be on opposite sides of the argument on this one. St Lucretia 23:52, 17 August 2009 (UTC)
- A monk can easily know how many hexes are on any given ally through the use of Ventrillo, Team Speak, and/or the hero effects monitor (or their own, since this can self-target). -~=Sparky (talk) 23:56, 17 August 2009 (UTC)
- So it requires a little thought and tactics to use? THat was the idea. I've reduced energy gain a little. Monks are mostly going to run ~10 or 13 in Divine favour, meaning they'll be removing 3 hexes for 10 energy or 4 hexes for 7 energy. While this is good, remember that it's pretty useless on any targets with only one or two hexes; you don't want to spend 20 energy removing a single hex. It's a risk skill, as I said, and probably would have to be run with a standard hex remove somewhere in the (team/individual) build. St Lucretia 00:05, 18 August 2009 (UTC)
- Just because it requires some skill isn't an excuse to make it very overpowered. At least with the lowered energy gain (the "9 for two hexes, 1 for three, and 7 gain for four" was way too much), it's slightly less extremely powerful compared to elites (see: Expel Hexes). This is still much better than any option (elite or non-elite) for removing hexes, however. P.S. Apart from being extremely powerful in HA and GvG, it's useless anywhere else. Also, you forgot to update the numbers in the skill descriptions. -~=Sparky (talk) 00:22, 18 August 2009 (UTC)
- So it requires a little thought and tactics to use? THat was the idea. I've reduced energy gain a little. Monks are mostly going to run ~10 or 13 in Divine favour, meaning they'll be removing 3 hexes for 10 energy or 4 hexes for 7 energy. While this is good, remember that it's pretty useless on any targets with only one or two hexes; you don't want to spend 20 energy removing a single hex. It's a risk skill, as I said, and probably would have to be run with a standard hex remove somewhere in the (team/individual) build. St Lucretia 00:05, 18 August 2009 (UTC)
- A monk can easily know how many hexes are on any given ally through the use of Ventrillo, Team Speak, and/or the hero effects monitor (or their own, since this can self-target). -~=Sparky (talk) 23:56, 17 August 2009 (UTC)
- It is good only if you KNOW there's enough hexes on that ally, if you're wrong, it costs lots and hurts. It forces the hex-stack teams to spread it out instead of overwhelm one person. You two seem to be on opposite sides of the argument on this one. St Lucretia 23:52, 17 August 2009 (UTC)